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Today we have yet another unnecessary characteristic: modifying the damage for attacks which 'move towards' or 'approach' the target. The Iop spells Super Iop Punch and Charge (and Flatten, but since that does no damage and is a specialty will be excluded from this example and left in the corner) are approaching spells as they move the caster towards the target. Flaming Claw for Rogue is not considered an approaching attack because its approaching effect only occurs when targeting their allies or bombs, meaning no damage is dealt; unless they happen to be targeting a bomb at the feet of a target.

Another new characteristic which might be brought to Gaunt and Greave is push force, which modifies the distance something is pushed. If an action attempts to push a target by 2 spaces and the attacker has +50% push force, the target will be pushed for 3 spaces.

From this point on the classes will be more obviously ripped from/based on classes that already exist. Most of the spells are intended to have original effects but the benefits the class has to offer are going to be very similar to what the class was based on. Siege is a repeat of- I mean, based on, Feca: having high defense and giving defense to your allies. But unlike Feca Siege can also debuff certain characteristics and repel enemies from you and your allies while grouped together. Also unlike Feca, Siege does not have the ability to create glyphs to give buffs or damage in areas of effect. Overall this class is not intended to be a replacement for Siege, but an alternative defense class designed more for defense and repulsion than counterattacking and buffing.

Backstory

Once Halberd and his apprentice left a town of mercenaries behind after the apprentice having fought for their lives in an arena and gained a massive shield. During their travels they encountered groups of bandits, lone mercenaries, refugees, and the occasional town to stop for supplies and rest. Siege would often leave the large shield on his mount and carry the shield his parents gave him unless Halberd said otherwise.

The two ventured from town to town stopping at every mercenary rathole they could find. Siege knew every pit stop desperate manhunters would be buried after Halberd is through with them, as his crusade brought him to the top few mercenaries who unjustly brought innocent people to their death for a few coins. Siege rarely joined in the search or execution of these cruel outlaws as he knew Halberd was more than willing to bring them to justice, but growing up alongside a murderer of murderers his view on the world around him twisted against the average people while the likes of Halberd are of greater value. Halberd learned of this development within Siege when the two had a perpetrator cornered when he asked the young warrior to explain to the amateur mercenary why they were going to punish him. Against expectations Halberd listened in disgust as Siege poured his resentment onto the young mercenary. Halberd took Siege aside and took care of the mercenary on his own, leaving Siege to his thoughts. After taking the mercenary to the local prison Halberd and Siege discussed the morality of their expedition on their way to the next town.

During this discussion which carried over several days interrupted only by sleep and meals. Halberd knew that if his apprentice were to learn the wrong ideals from his actions the neglect would allow the opposite to develop from what he intended, an heir to his place in their military so future warriors have someone to learn from when his own life ends. Siege had been raised in luxury with his loving parents and obedient servants catering to their whims, but after years alongside someone who had always struggled to survive.

Once Siege reached adulthood and was allowed to venture independently of Halberd, he kept traces of hatred towards mercenaries in spite of attempts by Halberd to clarify his intentions during their travels together. Halberd had only delivered justice to the outlaws when he had enough information to prove they deserve it, but as Siege wandered the sands his focus was to catch mercenaries in the act and take them down regardless of any reason for hunting the victim.

Once Halberd returned to the base he was raised and trained at, news of the persecution crusade by his apprentice was immediately brought to him. Bounties were placed on Siege for unjustly executing mercenaries who were hunting thieves and murderers to bring them in alive, but even larger bounties were placed on Halberd for allegedly creating a corrupt executioner.

After a couple years Siege learned of the bounties placed on himself and his mentor. He decided to return to his former teacher to ask for forgiveness. Unfortunately the organization which Halberd had raised Siege to pride himself by being part of decided the two were poisoning their presence in the world and decided to expel them from their ranks, not hesitating to announce the dishonorable discharges for all to hear.

"Oppressor" branch (fire)

Bouncer- Siege keeps the club safe from freaks by throwing them back into the streets they came from.

3AP

1 range

up to three uses per target per turn

must be used on a target

pushes one space

if the target has pulled an ally of the Siege, pushes 1 space

if the target has pulled the Siege, pushes 1 space

for every collision: -20% push resist

lv0 2damage

lv0 crit: 3damage

lv100 27damage

lv100 crit: 42damage

lv200 52damage

lv200 crit: 78damage

Repress- What has the size and weight to keep someone pinned on their back, which can also be used as a defensive tool to hide behind? If you guessed an Iop, go sit in the corner.

6AP, all MP

1 range

one use per turn

chance to stabilize the target per MP spent

upon successfully stabilizing the target, the target becomes immune to stabilization for their next turn

lv0 3damage, 1% chance to stabilize the target per MP

lv0 crit: 5damage, 2% chance to stabilize the target per MP

lv100 28damage, 6% chance to stabilize the target per MP

lv100 crit:45damage, 9% chance to stabilize the target per MP

lv200 53damage, 11% chance to stabilize the target per MP

lv200 crit: 80damage, 17% chance to stabilize the target per MP

Chain Gang- Two unlikely enemies are chained together to entertain everyone nearby, until Siege sneaks up behind the audience and starts chaining people together. Whether they were friends or foes before becoming attached, their newfound bond will undoubtedly unearth angst they have for one another.

5AP

1 range

one use per target per turn

inflicts lv1 "Chain Gang" state:

maximum of lv3

the afflicted gains another level for every collision received (when something is pushed into them)

lasts until the afflicted teleports/is teleported

the afflicted will becoming bound to a target who is also afflicted with Chain Gang upon collision (being pushed into them)

afflicted targets may only be bound to their enemy (you may only bind an enemy with one of your allies; you may not bind two enemies together nor two allies together)

only one target may become bound per target

targets afflicted with Chain Gang will not lock or be locked by the target they are bound to

lv0 5damage

lv0 crit: 7damage

lv100 50damage

lv100 crit: 75damage

lv200 95damage

lv200 143damage

Targe Dash- You may not be as big or heavy as Gaunt, but your shield definitely is. Use it to keep Gaunt down before he tries to rip your arms off.

6AP1WP

2-3 range, linear

one use per turn

must be used on an enemy

charges to the target

pushes the target 1 space on impact

inflicts a damage penalty for approaching attacks

lv0 8damage, -10% damage for approaching attacks

lv0 crit: 12damage, -15% damage for approaching attacks

lv100 71damage, -95% damage for approaching attacks

lv100 crit: 106damage, -143% damage for approaching attacks

lv200 134damage, -180% damage for approaching attacks

"Guardian" branch (water)

Throwing Buckler- Siege flings a small buckler because he confused Starved for a stray Boowolf cub to play fetch with, an unconscious attempt to relive a lost childhood.

2AP

1-2 range, modifiable range

on an enemy: inflicts damage and 'Shell Shocked' state:

stackable to 100

lasts one turn

reduces resist gain applied to the afflicted by 1% proportionally per level

at lv100: the afflicted may not gain resists

on an ally: does not inflict damage, inflicts 'Hive Plating' state:

stackable to 100

lasts one turn

deflects resist loss by 1% proportionally per level

at lv100: the afflicted may not lose resists

if an ally afflicted with Shell Shocked receives levels of Hive Plating, the states will cancel each other out per level (ex: lv10 Shell Shocked and lv8 Hive Plating will cancel out to lv2 Shell Shocked and no levels of Hive Plating)

Buckled Knee- Siege bashes his shield onto the knees of the target, reducing their attack power.

3AP1MP

1-2 range, linear

up to two uses per turn

inflicts a damage penalty to the target (all elements)

lv0 4damage, -2% damage

lv0 crit: 6damage, -3% damage

lv100 30damage, -21% damage

lv100 crit: 45damage, -32% damage

lv200 56damage, -40% damage

lv200 crit: 84damage, -60% damage

Redemptious Strike- He may have screwed up all the time in training and at the side of Halberd, but with his own journey Siege plans on redeeming his past by armoring the allies of his future.

6AP

0 range

attacks all adjacent spaces

to allies in the area of effect:

does not damage the ally

inflicts a resist bonus to the ally

lv0 3damage, +2% resist

lv0 crit: 5damage, +3% resist

lv100 44damage, +21% resist

lv100 crit: 66damage, +32% resist

lv200 85damage, +40% resist

lv200 crit: 128damage, +60% resist

Overprotective- Halberd never let Siege watch local fights but it beats having your mother follow you around with an electrical leash ready to shock you for thinking about fun outside the house.

4AP

1 range, modifiable range

one use per target per turn

inflicts 'Guidance' state:

approaching actions used by the afflicted will move them towards the Siege

lv0 4damage

lv0 crit: 6damage

lv100 52damage

lv100 crit: 78damage

lv200 100damage

lv200 crit: 150damage

Tortoisium- Siege holds his massive shield over his head, granting defense against long range attacks. This metal umbrella also protects anyone close enough to take cover, friend and foe alike.

6AP1WP

0 range

one use per turn

ends your turn

affects a square area of effect around the caster

does not damage allies in the area of effect

creates a glyph in a square area of effect around the caster:

long range resist bonus

reflects knockback (push attempts made are redirected to the attacker)

nothing can teleport into the glyph (includes switching places with a target in the glyph)

lv0 7damage, +5% LR resist

lv0 crit: 10damage, +7% LR resist

lv100 65damage, +50% LR resist

lv100 crit: 97damage, +75% LR resist

lv200 123damage, +95% LR resist

lv200 crit: 185damage, +143% LR resist

"Shorthanded" branch (earth) Unlike the normal elemental abilities of Siege, the earth branch may only be used while the Siege is in 'Shorthanded' state; see the first active specialty for details. Supplies are limited. Order now and receive double the offer.

Stubby Sword- What are you going to do with that tiny thing, stab Gaunt in the foot?

4AP

1 range

up to two uses per turn

inflicts lock loss

lv0 4damage, -5lock

lv0 crit: 6damage, -7lock

lv100 42damage, -30lock

lv100 crit: 63damage, -45lock

lv200 80damage, -53lock

lv200 crit: 120damage, -80lock

Shortstop- You may not have the biggest role, but you still contribute to the team.

3AP

2 range, diagonal only

up to two uses per target per turn

inflicts levels of "Shortstopped":

stacks up to lv7

lasts one turn

if the afflicted gains MP, 100% chance for both the afflicted and the Siege suffer -1MP per attempt to gain MP

removes 1 level of the state per shared MP loss

the MP loss is dodgable

lv0 3damage, lv1 Shortstopped

lv0 crit: 5damage, lv2 Shortstopped

lv100 35damage, lv3 Shortstopped

lv100 crit: 52damage, lv5 Shortstopped

lv200 67damage, lv5 Shortstopped

lv200 crit: 101damage, lv7 Shortstopped

Shincrack- May as well use your lack of height to your advantage, reducing the block of your target by fracturing their shins.

4AP

1 range

one use per target per turn

inflicts block loss

lv0 4damage, -1 block

lv0 crit: 6damage, -2 block

lv100 42damage, -7 block

lv100 crit: 63damage, -11 block

lv200 80damage, -13 block

lv200 crit: 120damage, -20 block

Rusting Blade- Even Starved is laughing at your tiny sword through his rotten teeth and foul breath. Give that scavenger a stab to reduce their ability to critically strike.

2AP1MP

1 range

up to two uses per target per turn

inflicts crit loss

lv0 2damage, -1 crit

lv0 crit: 3damage, -2 crit

lv100 18damage, -6 crit

lv100 crit: 27damage, -9 crit

lv200 34damage, -11 crit

lv200 crit: 51damage, -17 crit

Short Tempered- Getting mad at your inability to reach the cookie jar? Or that the cookie jar is completely empty? Thrash the whole cabinet off the wall to show Starved what you think of his thievery.

all AP

1 range

one use per turn

ends your turn

decreases the base damage per AP spent by 1 per AP

the base damage decrease effect occurs before the spell damages

ex: spending 12AP at lv200 will decrease the base damage from 33 per AP to 21 per AP

lv0 1damage per AP

lv0 crit: 2damage per AP

lv100 17damage per AP

lv100 crit: 26damage per AP

lv200 33damage per AP

lv200 crit: 50damage per AP

Active specialties

Central Defense- Siege places the massive shield like a surfboard for others to behold, granting nearby allies defensive bonuses while repelling upset desertgoers who wish to complain about your shield blocking their endeavors to sunbathe. You could at least move a little ways away from everyone else.

costs 4AP1WP

the Siege receives 'Shorthanded' state while the Siege is separate from their shield

may not be used on an occupied space or where it would block the way (see Cra beacons, Foggernaut blockades)

spell level increases how many times the shield may push approaching enemies per turn

using this specialty again on the shield will retrieve it for no cost

0. +5% resists, 1 push

+10% resists, 2 pushes

+15% resists, 3 pushes

+20% resists, 4 pushes

+25% resists, 5 pushes

+30% resists, 6 pushes

+35% resists, 7 pushes

+40% resists, 8 pushes

+45% resists, 9 pushes

+50% resists, 10 pushes

Vital Armor- For his less sturdy allies, Siege transfers a portion of his own health to a better cause. The shieldsman has more than enough defense to keep himself alive so he may as well help tender allies survive.

costs 2AP1WP

1-2 range

one use per target per turn

up to two uses per target (per battle)

must be cast on an ally

transfers max health from the Siege to the target ally for one turn

the new max health is not replenished/healed

the duration extends by one turn by consuming one level of 'Vital Importance' state

the max HP is returned to the Siege upon expiration

0. 1% max HP of the Siege is transferred

2% max HP of the Siege is transferred

3% max HP of the Siege is transferred

4% max HP of the Siege is transferred

5% max HP of the Siege is transferred

6% max HP of the Siege is transferred

7% max HP of the Siege is transferred

8% max HP of the Siege is transferred

9% max HP of the Siege is transferred

10% max HP of the Siege is transferred

Outpost- Siege constructs a tower for range based allies to be better fortified against enemy ranged attacks, gain immunity to being pulled, and reducing the travel distance for enemies approaching.

5AP1WP

1 range, modifiable range

may not block the way

summons an outpost tower which friendly characters may enter for a bonus to LR resist and immunity to being pulled

the outpost is a 1x1 mechanical summon which does not block the movement path for allies, blocks the movement path for enemies, blocks line of sight for enemies (while unoccupied), may not be moved, and has charges which decrease for every attack received (does not lose charges over time)

Passive specialties Centurion- Among his bloodline, the ancestor Siege has heard the most about was an infamous shieldsman named Centurion who carried two shields, a thick buckler and a massive tower shield, alternating between having them on his back and arm.

all allies within two spaces of the Siege gain +1.5 backstab resist per level (+30% at max rank)

reduces backstab damage taken by the Siege by 0.5% final damage per level (-10% at max rank)

while an ally has their back to the Siege, converts 5% of their backstab resist into generic resist per level (100% conversion at max rank)

Assertion- Siege may be small, but he makes up for this by pushing Gaunt down and hiding behind his shield from the inevitable rampage.

+2.5% push force per level (+50% at max rank)

+1% final resistance against approaching attacks per level for all allies (including yourself, +20% at max rank)

The Last Word- You might not get revenge by beating your enemies to death, but at least when you go your enemies have something haunting them along with Forgotten.

when the Siege is defeated, decreases AP gain for the enemies who contributed to your demise by 5% per level (prevents AP gain for the rest of the battle at max rank)

when an ally of the Siege is defeated, all enemies suffer -3% damage per level (-60% at max rank)

when an ally who has received resists from the Siege is defeated, 5% of the resist bonus is divided and delegated among the Siege and remaining allies per level (100% at max rank)

Wall of Pride- Forgotten needs a lot of string to keep Siege tied to his shield. Fortunately your allies will stand by your side until the bitter end. You should ask them to throw Forgotten down a well and untie you, but hanging around is good enough.

for the Siege and their allies who are adjacent to each other, each adjacent ally gains +2% AoE resist per level (+40% at max rank)

allies only need to be adjacent to allies receiving the bonus, as long as the chain of adjacent characters eventually traces back to the Siege

the Siege deflects 2.5% the levels of damaging stackable penalty states received per level (halves levels of damage states received at max rank)

examples of damaging states: Hemorrhage, Sadida poisons, Motion Sickness by Sacrier; only states which inflict a specific amount of damage of a specific element; excludes states which inflict health loss based on the max health of the afflicted

Castle Constructor- As Siege improves the resistance of allies, his own resistance increases to fortify the indestructable fortress of people who are standing uncomfortably close together.

1% of resists given to allies is also gained by the Siege per level (20% at max rank)

ex: giving a total of +100% resist among your allies will cause the Siege to receive +20% resist

when an ally receives any defensive characteristics from the Siege, the ally receives one level of 'Vital Importance' (no effects, no duration limit) per action which gives defenses

spell level increases the maximum amount of Vital Importance state an ally may accumulate by 0.5 per level (up to lv10 Vital Importance per ally at max rank)

improves the damage reduction effect for block for the Siege by 0.5% per level (block reduces damage taken by 40% final damage at max rank)

Whenever you decide to come out from your shell the next malfunction of life is Surgeon: the distant half cousin of Eniripsa with an obsession for cutting off and reattaching body parts, rushing allies around on a cart, and keeping bags of blood in the fridge next to the milk carton.

Surgeon and the class that was supposed to come after it, Greed, will be excluded from the 'dozen' for being too similar to Eniripsa and Enutrof respectively. We will instead skip to Desperado which was originally going to be my ideas for revamping the Rogue class and still retains many Rogue spells followed by a class designed to cause brain damage trying to figure it out. The two gaps will be filled with two class ideas which have recently plagued my nightmares, hopefully growing into unique and interesting sets of spells.
If you want to re-experience what you had for lunch:

Armored Forearms has been replaced with Guardian Angel, which causes the Siege to absorb penalties in an area of effect while sharing buffs.

Assertion no longer gives a tiny bit of resistance against approaching attacks or push force for allies. It will instead reduce damage taken by the Siege and all allies for approaching attacks by a percentage of final damage.